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Upgrading a Spell-like ability

AndrewD2

Well-known member
Working on a class ability that upgrades a racial spell-like ability to At-Will from 1/day I've set this up:

Code:
~ If our Charisma is < 11, we're disabled
      if (#attrvalue[aCHA] < 11) then
        perform assign[Helper.SpcDisable]
      else  
        perform hero.findchild[BaseSpell,"Helper.SpellLike & Target.spDeteMag0 & Custom.FaenSpell"].tagreplace[Usage.?,Usage.AtWill]
        endif

But it's not changing to at-will when the level is added. Anyone have any ideas?
 
Are you trying to make the change on the fly, or between games? I don't think you can make a change like that on the fly without reloading the game system.

If you are making so, like between level 3 and 4, they get this ability upgrade, maybe you could just create 2 abilities that are nearly the same but one is 1/day and te other is at will.
 
Why does this need a script to assign Usage.AtWill? If it's not at that point, it's disabled, so why not leave the AtWill tag there all the time?
 
Huh, for some reason it was giving me two copies of Detect Magic (sp) 1 was 1/day the other didn't have usage show up. I re-copied and pasted my code and it works now. I'm confused, but it's fine because it's working.
 
Sadly more problems have crept up.

So I made a duplicate of detect magic, changed all the references from detect magic to charm person.

Eval script: Post-Attributes/10000
Code:
~ If our Charisma is < 11, we're disabled
      if (#attrvalue[aCHA] < 11) then
        perform assign[Helper.SpcDisable]

       perform hero.findchild[BaseSpell,"Helper.SpellLike & Target.spCharPer1 & Custom.FaenSpell"].assign[Hide.Spell]
        endif

But it's not showing up (yes I checked that Cha was set >11)

I'm really confused why it would work for one SLA and not another.
 
I feel dumb ... so I had something bootstrapped the wrong way and that's why I was seeing Detect Magic when I actually shouldn't have (it got bootstrapped directly to the class instead of on to the custom ability)
 
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